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879267 Posts in 32972 Topics- by 24360 Members - Latest Member: bbolton

May 23, 2013, 04:35:16 PM
TIGSource ForumsDeveloperFeedbackFinishedRed Rogue
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Author Topic: Red Rogue  (Read 114867 times)
baconman
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« Reply #780 on: March 04, 2012, 06:32:47 PM »

Well, shit. Was this about 1-2 hours ago? I was backing up some stuff on my box.net too, and for some reason it never finished processing, even though right now they're < 500 kb.
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st33d
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« Reply #781 on: March 05, 2012, 02:02:11 AM »

Rackspace and Parallels have royally fucked up.

The reseller I work with is getting bullshitted by both of them whilst they're trying to patch an exploit in their site management software.

My site's up, but I still can't FTP.

Pressing ahead with the Confusion spell at the moment. Only 3 spells left!
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st33d
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« Reply #782 on: March 05, 2012, 02:35:02 PM »

Update 325

Fixed some general bugs and...

Fear Rune

Any character targeted by this spell is subject to be tracked down a new monster called a Horror.

Horror's pass through all other creatures, moving at %75 of their victim's speed. On contact they drain the victim's entire health within 3 seconds.

You will know them as the player by their black shape and the particles that drip off them, sliding across the floor. You will also hear snatches of the title theme from the click-thru screen. I've had a chat to Nathan tonight about sounds for the Horrors based on his track Slid, I feel it's apt that the title music is the theme tune of Fear.

Horror's targeting monsters are red. They will make monster's run away until attacked and will also deliver the same damage.

I've also started work on the confusion spell. It's in the list but only the player effect is in so far.

By the way: There will be Fear and Confusion traps. I will make you afraid of the Horrors.
« Last Edit: March 05, 2012, 02:48:13 PM by st33d » Logged
JobLeonard
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« Reply #783 on: March 05, 2012, 02:56:55 PM »

This sounds very, very brutal. This game is getting more and more roguelike with every iteration. Gentleman
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st33d
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« Reply #784 on: March 06, 2012, 01:14:55 PM »

Update 326

Confusion Rune

Any character targeted by this spell becomes confused.

For characters this means random behaviour. They don't know who to attack, or where to go. Sometimes they fight back, the next second they run away.

For the player - you get your screen flipped randomly.

Werewolves now suffer from periodic confusion.

Don't forget that the umber hulks can confuse you now, and banshees can hit you with fear...

Working on graphics for a while now as I prepare for the final 2 runes: Holy and Chaos.
« Last Edit: March 06, 2012, 01:26:45 PM by st33d » Logged
JMickle
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« Reply #785 on: March 06, 2012, 01:25:48 PM »

Where do horrors generate? off the screen, or from the thing that cast fear on you?
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st33d
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« Reply #786 on: March 06, 2012, 01:32:35 PM »

A random floor location is selected that's not too close and not too far from the victim. They rise out of the floor, then they chase down their victim.
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st33d
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« Reply #787 on: March 07, 2012, 12:59:02 AM »

Quick bug fix 328

Entering Underworld was broken - fixed. And implemented some advice Nate suggested about damping the volume of voices vertically displaced. Technically what I've done is multiply the vertical distance, so there should be a bit more lateral range to your hearing now.

EDIT: Someone on another forum reported a bug with the quests - I had a typo where it updated the completion status of the level. Fixed now. All praise playtesters.
« Last Edit: March 07, 2012, 01:09:57 AM by st33d » Logged
baconman
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« Reply #788 on: March 07, 2012, 07:48:00 AM »

Reminds me of the spooks from Spelunker. Scary stuff indeed, especially if they're coming from below you! >.> I'm guessing there's a way to ward off the Horrors, or maybe they'll go away after a certain amount of time?

They already sound like the nastiest thing since the Hot Dog movie...
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st33d
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« Reply #789 on: March 07, 2012, 07:50:13 AM »

They currently exist for 1 second per level of the spell.

They can be destroyed by eating a null rune, you can teleport away, or simply leave the level.

Edit: Hrmm. I haven't tested what happens with indifference armour and Horrors. I think the collision is still active, I'll have to turn that off.
« Last Edit: March 07, 2012, 07:58:38 AM by st33d » Logged
mokesmoe
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« Reply #790 on: March 07, 2012, 09:53:25 AM »

Is it possible to get a cursed indifference normally? I noticed it was possible to make one in debug, even though other broken combinations like a leech enchanted with leech wasn't possible.
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st33d
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« Reply #791 on: March 07, 2012, 10:03:17 AM »

No. The debug menu forces a curse state, other curse activations go through a method that checks the type of item.

I've just realised though that you could technically polymorph a cursed item into indifference. I will put in a fix for that.
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Rumrusher
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« Reply #792 on: March 07, 2012, 01:29:33 PM »

No. The debug menu forces a curse state, other curse activations go through a method that checks the type of item.

I've just realised though that you could technically polymorph a cursed item into indifference. I will put in a fix for that.
Is this a random chance of cursed armor turning into indifference and you don't want the idea of someone rolling lucky?
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st33d
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« Reply #793 on: March 07, 2012, 03:12:25 PM »

You'd effectively be locked out of the game unless you had spells to remove the armour or make you undead.

The trouble I had with the level generator many builds ago underlines how much I can't simply assume that some events are so rare they won't matter.

Q.E.D.
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Rumrusher
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« Reply #794 on: March 07, 2012, 10:30:56 PM »

You'd effectively be locked out of the game unless you had spells to remove the armour or make you undead.

The trouble I had with the level generator many builds ago underlines how much I can't simply assume that some events are so rare they won't matter.

Q.E.D.
hmm if someone ends up like that won't the entire game turn into pocket minion/@?
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